Back in '08, I made a game that I played with Darth that I called "Zombie Dawn". This was before I had seen ZZD, mind you. After I came back to the fourms, I ran a distilled/refined version of the game called "Bring the Dawn", since Warhead had taken the cool name. :p After that fell through, I promised you guys an operational zombie ruleset to play with. It's taken me almost a year, several online games, and the kickstarter last night of Die2Night.com that got me thinking about it again.

Welcome to Zombietown. This isn't a game [yet], it's just an example/ruleset.

Basic Stats-Action Points [ap]: Determines the amount of stuff you can do.
Toughitude [TT]: How manly you are and subsequently how tough you can be.
Badassery [BA]: How cool you look as you flip swords around and single-headshot zombies in the skullpan. Naturally, this is how good you are at attacks.
Street Smarts [SS]: How clever you are at knowing skills necessary to survive the downtown streets of Detroit- sorry, I meant post-apoc zombie land.
Survivor [ap] 3 [TT] 2 [BA] 2 [SS] 2
Rancher [ap] 3 [TT] 2 [BA] 1 [SS] 3
Responder [ap] 4 [TT] 2 [BA] 2 [SS] 1
Soldier [ap] 2 [TT] 2 [BA] 3 [SS] 2

If you wish to generate your own character, assign 5 more stat points to the following chart:
[ap] 2
[TT] 1
[BA] 1
[SS] 1

Supplies-Players can consume found supplies [water and food] to regain AP as a free action.

Combat-When a successful Z check is made, Zs spawn. [Low:1d6 Med:1d10 High:1d20]
Zombies have no stats. They attack.
If the defenders have ammo for their ranged weapons, or have melee, roll damage+[BA] and subtract number from Z's attacking.
If any Zs remain, compare number to survivors [TT], Melee users first, then lowest [SS] to highest [SS]. If the number of remaining Zs is more than the defender's TT, he slays a number of remaining Zs equal to his [BA] and receives a Close Scrape [CS].
If Ranged weapons were used, make Z checks for the surrounding squares. This does not apply to the Fight skill.

Infection-If a player has more CS's than [TT], he is Infected. Infected players have a number of turns equal to [TT]+[SS] until they succumb to the Infection. Do with that time what you will. CS's can be removed by resting or by being treated by the Medic skill. If a player chooses to hide an Infection, only those with a higher [SS] can detect that he is Infected. Infections are nearly impossible to be removed...

I think this looks freaking awesome! I love ASCII graphics/ text-based games, and the rules set looks pretty fleshed out and playable. I would suggest more types of enemies though, like other hostile survivors or raiders, or perhaps dog or bird zombies, or fast zombie and strong zombie types.